| Early adopters
are like pioneers, braving uncharted territories by implementing
exciting new technologies into their organizations’
infrastructures. Those who implement the same technologies
later can learn much from these early adopters.
"Virtual Worlds for Learning:
How Four Leading Organizations are Using Immersive Environments
for Training" provides case studies of how four
organizations have implemented this emerging learning technology.
The first case study examines IBM's
use of Second Life for learning. What is IBM's perspective
on this exciting technology? For what purpose is IBM using
virtual worlds? Where does IBM believe this technology is
heading? IBM shares its knowledge and experiences.
The second study describes how 3-D University
and Protosphere help boost productivity at Johnson
& Johnson. How has an award-winning corporate
university improved even further by introducing a virtual
world into its corporate culture?
The third case study illustrates how Paideia
Computing is using Forterra’s OLIVE 19 platform
for immersive language training. Virtual worlds are not just
for large global companies. To its benefit, one small company
focused on a single strategic application of immersive environments.
The final case study examines how TELUS
Communications is using Second Life for branding.
How does a company actually produce its 3-D space in a virtual
world? This case study focuses on how TELUS Communications
is tackling virtual world development.
To guide you in your own virtual world implementation,
this report ends with a summary of the key learnings from
the these four virtual world pioneers.
The Virtual World series of reports provides
you with analysis, platform evaluations, and case studies
to help you make informed decisions about implementing immersive
environments for learning within your organization.

This report is also available through
a subscription to the Brandon
Hall Research Library. |